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The Effects of Gamification on the Motivation and Basic Psychological Needs of Secondary School Physical Education Students
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- Author(s): Víctor Javier Sotos-Martínez; Alberto Ferriz-Valero (ORCID
Alberto Ferriz-Valero (ORCID 0000-0001-8206-4152 ); Salvador García-Martínez; Juan Tortosa-Martínez- Language:
English- Source:
Physical Education and Sport Pedagogy. 2024 29(2):160-176.- Publication Date:
2024- Document Type:
Journal Articles
Reports - Research - Language:
- Additional Information
- Availability: Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
- Peer Reviewed: Y
- Source: 17
- Education Level: Secondary Education
- Subject Terms:
- Subject Terms:
- Accession Number: 10.1080/17408989.2022.2039611
- ISSN: 1740-8989
1742-5786 - Abstract: Background: Gamification is a novel active methodology used in Physical Education to motivate students. Purpose: This study analyzed the impact of this method on the motivation of Compulsory Secondary Education students in Spain during an 8-session Physical Education Didactic Unit. Methods: A total of 275 students participated, divided into a gamified group (n = 133) and a control group (n = 142). The participants filled out 2 questionnaires, one aimed at assessing Basic Psychological Needs (BPNs) (Basic Psychological Needs in Exercise Scale) and the other at measuring the motivational component (The Sport Motivation Scale). Results: An interaction effect (Time x Treatment) was found, with the gamified group improving in BPNs (autonomy (F(1) 57.97, p = <0.001; [eta][superscript 2][subscript p] = 0.175); competence (F(1) 37.28, p = <0.001; [eta][superscript 2][subscript p] = 0.120); relatedness (F(1) 51.49, p = <0.001; [eta][superscript 2][subscript p] = 0.159), and intrinsic motivation (F(1) 39.65, p = <0.001; [eta][superscript 2][subscript p] = 0.127), while decreasing in amotivation (F(1) 21.42, p = <0.001; [eta][superscript 2][subscript p] = 0.073)). Conclusions: These data suggest that a gamified intervention enhances the satisfaction of the basic psychological needs, increases intrinsic motivation, while decreases amotivation in secondary education students.
- Abstract: As Provided
- Publication Date: 2024
- Accession Number: EJ1412199
- Availability:
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